using UnityEngine;

namespace LS.GameKit
{
    /// <summary>
    /// 动画状态
    /// </summary>
    public enum AnimateStatus
    {
        Unknow = -1,
        /// <summary>
        /// 空动画
        /// </summary>
        Empty = 0,
        
        /// <summary>
        /// 入场动画
        /// </summary>
        EntranceEnter = 1,
        
        /// <summary>
        /// 入场动画
        /// </summary>
        Entrance = 2,
        
        /// <summary>
        /// 入场动画
        /// </summary>
        EntranceExit = 3,
        
        /// <summary>
        /// 闲置动画
        /// </summary>
        IdleEnter = 4,
        
        /// <summary>
        /// 闲置动画
        /// </summary>
        Idle = 5,
        
        /// <summary>
        /// 闲置动画
        /// </summary>
        IdleExit = 6,
        
        /// <summary>
        /// 移动
        /// </summary>
        MoveEnter = 7,
        
        /// <summary>
        /// 移动
        /// </summary>
        Move = 8,
        
        /// <summary>
        /// 移动
        /// </summary>
        MoveExit = 9,
        
        /// <summary>
        /// 跳跃
        /// </summary>
        JumpEnter = 10,
        
        /// <summary>
        /// 跳跃
        /// </summary>
        Jump = 11,
        
        /// <summary>
        /// 跳跃
        /// </summary>
        JumpExit = 12,
        
        /// <summary>
        /// 下蹲
        /// </summary>
        HunkerEnter = 13,
        
        /// <summary>
        /// 下蹲
        /// </summary>
        Hunker = 14,
        
        /// <summary>
        /// 下蹲
        /// </summary>
        HunkerExit = 15,
        
        /// <summary>
        /// 卧倒
        /// </summary>
        ProneEnter = 16,
        
        /// <summary>
        /// 卧倒
        /// </summary>
        Prone = 17,
        
        /// <summary>
        /// 卧倒
        /// </summary>
        ProneExit = 18,
        
        /// <summary>
        /// 受击
        /// </summary>
        HurtEnter = 19,
        
        /// <summary>
        /// 受击
        /// </summary>
        Hurt = 20,
        
        /// <summary>
        /// 受击
        /// </summary>
        HurtExit = 21,
        
        /// <summary>
        /// 死亡
        /// </summary>
        DeathEnter = 22,
        
        /// <summary>
        /// 死亡
        /// </summary>
        Death = 23,
        
        /// <summary>
        /// 死亡
        /// </summary>
        DeathExit = 24,
        
        /// <summary>
        /// 交互
        /// </summary>
        InteractionEnter = 25,
        
        /// <summary>
        /// 交互
        /// </summary>
        Interaction = 26,
        
        /// <summary>
        /// 交互
        /// </summary>
        InteractionExit = 27,
        
        /// <summary>
        /// 被交互
        /// </summary>
        BeInteractedEnter = 28,
        
        /// <summary>
        /// 被交互
        /// </summary>
        BeInteracted = 29,
        
        /// <summary>
        /// 被交互
        /// </summary>
        BeInteractedExit = 30,
        
        /// <summary>
        /// 攻击
        /// </summary>
        AttackEnter = 31,
        
        /// <summary>
        /// 攻击
        /// </summary>
        Attack = 32,
        
        /// <summary>
        /// 攻击
        /// </summary>
        AttackExit = 33,
        
        /// <summary>
        /// 技能释放
        /// </summary>
        SkillEnter = 34,
        
        /// <summary>
        /// 技能释放
        /// </summary>
        Skill = 35,
        
        /// <summary>
        /// 技能释放
        /// </summary>
        SkillExit = 36,
        
        /// <summary>
        /// 其他
        /// </summary>
        OtherEnter = 37,
        
        /// <summary>
        /// 其他
        /// </summary>
        Other = 38,
        
        /// <summary>
        /// 其他
        /// </summary>
        OtherExit = 39,
    }
}
